The guide (first stap picas.. Will add text on compu lateron)
my stats:
- angel lvl 10, guardian lvl 9, duke lvl 8, full maxed tech tree
- mammoth lvl 75, aced and only repair kit lvl5 (rest of components max), max shield and max regeneration
- blue dragon lvl 75, aced and max components, max shield and max regeneration
- T14 lvl 58, aced and only coating lvl 6 (rest of components max), max shield and max regeneration
- MGM134 lvl 48, aced and only engine lvl 8 (rest components max), max shield and max regeneration
- 2S35 lvl 55, aced and only FCS lvl 8 (rest components max), max shield and max regeneration
- M270 lvl32, aced and only fcs lvl 6 (rest of components max), max shield and max regeneration
lots of good cards some bought with medals
- by memory I used 2-3 medal health, 3 medal ion canon, 1 medal resources, 2 medal satellite
- also needed: mostly 1turn cards: health, airborne.
general idea is to use every turn a card. get started to use ion canon on the emperor.. for me this was essential since I cannot destroy all targets with units (then probably u need zeus and red dragon).
I have piccas till turn 6 since i did it often and then I stopepd making screenshots
Ofc all tacs against alliens are applied here (only you really miss airsupport in this level) --> see for more info -->
european-war-4.boards.net/post/43217/thread1. Start turn 1:
- I used a +500 resource card, build a radar, a cheap infantry and a blue dragon.
- I put my T14 and mammoth up north as depicted in the pica below. specific spots since T14 gets building spot and mamoth will go up further. both attacks allien on teleporter
- rest of troops attacks 1 allien closest by
- no general activated
2. Turn 2:
- I used another +500 resource card, build a up north radar, another cheap infantry and a 3hex tank. (these new units will become my defensive line)
- my T14 goes down towards the water and the mammoth up north as depicted in the pica below. specific spots . both attacks allien on teleporter
- the other units are moved like depicted and attack the aliens (3 hex in the 3 hex way)
3. Turn 3:
- I used satalite card (now you see the whole map below in 2 picas), build another cheap infantry and a cheap tank.
- my T14 goes in the water and the mammoth up north as depicted in the pica below. specific spots . T14 attacks allien on teleporter
. Mammoth doesnt attack
- the other units are moved like depicted and attack the aliens (3 hex in the 3 hex way). Important is to get the unoccupied teleporter with ur blue dragon. move your long range artillery also west. get your 3-hex artillery save in the back they are needed when you get attacked on your base evry soon
- no generals activated
4. Turn 4:
- I used here a card that allowed my mammoth to go twice (1turn).. I know it was a 1turn card since the next turn i need a paratrooper. from now on build mostly cheap infantery and put it up towards tank base (till u have resources again for tanks), and situate every turn your troops in first a 2 hex range around your base and lateron on your tank base.. after that a 3 hex surrounding as far as possible.. will just copy past this last part for rest of stuff. hit only with 3 hex units towards 2 hex units and with full power towards the 3hex units which will start to come from round 7.
- my T14 gets the teleporter in the water which is empty now in the water (attack defensive building below)and the mammoth goed up north as depicted in the pica below and gets hitting the target base in the north east. The allien on the teleporter and the defence building will hit you also and get destroyed.. When the alien leave the teleporter get it till the alien is destroyed and then get off it since the 3-hex defence building will otherwise give you too much damage. (will copy this too). after all is destroyed and occupied and your follow all other staps then you can leave base unoccupied and get the mamoth towards teleport target a littlebit to the west. (more will follow)
- the other units are moved like depicted and attack the aliens (3 hex in the 3 hex way). your long range artillery on the teleportern and your dragon next to it. attack with the dragon the defensive building which also is attacked with T14.
- no generals activated
5. Turn 5:
- I used here a paradropcard that to occupy the teleporter that first was attacked by T14 and mammoth (see pica).
- from now on build mostly cheap infantery and put it up towards tank base (till u have resources again for tanks), and situate every turn your troops in first a 2 hex range around your base and lateron on your tank base.. after that a 3 hex surrounding as far as possible.. will just copy past this last part for rest of stuff. hit only with 3 hex units towards 2 hex units and with full power towards the 3hex units which will start to come from round 7.
- my T14 gets on land and attacks defensive building below again.
- the mammoth still hitting the target base in the north east. The allien on the teleporter and the defence building will hit you also and get destroyed.. When the alien leave the teleporter get it till the alien is destroyed and then get off it since the 3-hex defence building will otherwise give you too much damage. (will copy this too). after all is destroyed and occupied and your follow all other staps then you can leave base unoccupied and get the mamoth towards teleport target a littlebit to the west. (more will follow)
- the other units are moved like depicted and attack the aliens (3 hex in the 3 hex way). your long range artillery attacks the target base in the south west with the green resources and your dragon next to it keeps attacking the defensive building which also is attacked with T14. The goal is to get the teleporter below the green resources base.. In this setting you are sure it will be free 1 turn.. Somethimes I had it without new 3hex airplanes spawning (which would be great) and som ethimes after 1 or even 2 spawning planes... 2 is acceptable but when 3 have spawned I suggest restart. Depending on the setting you can either get the teleport with dragon or with paratroper
- no generals activated
6. Turn 6:
- I used here a health card either on T14 or mammoth depending on health level (btw angel will be activated also)
- from now on build mostly cheap infantery and put it up towards tank base (till u have resources again for tanks), and situate every turn your troops in first a 2 hex range around your base and lateron on your tank base.. after that a 3 hex surrounding as far as possible.. will just copy past this last part for rest of stuff. hit only with 3 hex units towards 2 hex units and with full power towards the 3hex units which will start to come from round 7.
- my T14 gets 1 hex down and attack allien on oil field. this sounds a waste of time but the idea is to get a lot of alliens get occupied with fighting units that defend that oil field so you can get your objectives done without lots of wolfpacks of alliens running around
- the mammoth still hitting the target base in the north east. The allien on the teleporter and the defence building will hit you also and get destroyed.. When the alien leave the teleporter get it till the alien is destroyed and then get off it since the 3-hex defence building will otherwise give you too much damage. (will copy this too). after all is destroyed and occupied and your follow all other staps then you can leave base unoccupied and get the mamoth towards teleport target a littlebit to the west. (more will follow)
- the other units are moved like depicted and attack the aliens (3 hex in the 3 hex way). your long range artillery attacks the target base in the south west with the green resources and your dragon attacks now also the allien on the oilfield (or gets the teleportbase if its free).
- Angel is activated
Rest of turns without picas:
Turn 7 till 19
- From now on attack when possible the emperor who is sitting doing nothing till turn 15-16 with ion canon.. I needed at least 3-4 and some hits of my mammoth to win! It takes 2 turns till you can use another card so get another sattelite on time and use your health cards on time. when i played often you dont need to occupy the base in the south west and north east (if all surrounding aliens are dead and the rest are occupied at the oil field
- get your mammoth across the water near turn 15 since I think this is the turn (or turn 16-17 when the teleporter is not occupied for 1 turn.. this is the only chance to get it!! get it with mammoth and defend it when health is low woth a paradrop
- if all worked well your defence is great with surrounding low level infantery and not a lot of alliens are attacking your base. since they are occupied with oil field. get your 3-hex artillery to the poil field toe help defending. in theory this all is not a prob anymore.
- Your T14 will get the tank base when the 2 3-hex "dog" alliens will go down and attack troops near oil base. After getting the tank base your long range artillery destroyed the dog alien on the green resource base and you get enough to build some 3 hex tanks... With these start attacking target base in the west (middel occupied with another doggy dog). Get also your long range artillery (you can shoot from water but less effective) to aid them and in the end you will get it with the dragon in 1 of the last turns. keep the tankbase occupied with a cheap tank so troops wont go to these tanks. I had to use at leats 1 health card (1 health 1 extra range) to get it done.
- I think I had to put on Guardian on in turn 7-9 somewhere and i activated duke when my tanks starts attacking middle west base.
Good luck it aint easy but no cheats or zeus is needed!